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General Tabletop Discussion
*Pathfinder & Starfinder
Theorizing about Divine feats
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<blockquote data-quote="Quasqueton" data-source="post: 632382" data-attributes="member: 3854"><p><strong>Adding to the discussion...</strong></p><p></p><p>I posted a few divine feats seperately without knowing about this thread.</p><p></p><p>Go here to see them:</p><p></p><p><a href="http://enworld.cyberstreet.com/showthread.php?threadid=38169" target="_blank">http://enworld.cyberstreet.com/showthread.php?threadid=38169</a></p><p></p><p>But, to join this conversation. . .</p><p></p><p>Since divine feats work off the turning/rebuking mechanics, they probably should follow the same rules:</p><p></p><p>Standard action to activate (but no action to "maintain").</p><p>Burst-like effect out to 60'.</p><p>Uses positive or negative energy.</p><p>Duration of one minute (10 rounds).</p><p>Based on charisma.</p><p></p><p>I'd have no problem if one or maybe two of these mechanics were altered for the feat, but a designer shouldn't just make up something totally unrelated and just call it a divine feat. If you stray too far from the T/R mechanic, you're not creating a divine feat -- you're creating a spell.</p><p></p><p>Plus, these feats shouldn't (exactly) reproduce a spell effect.</p><p></p><p>And, since turning is useful only on undead, a divine feat that is usable on other than just undead should have a more limited power.</p><p></p><p>I'm really disappointed in the divine feats of DotF. Most don't really have any connection to T/R beyond as a prerequisite. And why should extra turning be a prerequisite for so many? You must increase your potential usages before you can get the use for it?</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 632382, member: 3854"] [b]Adding to the discussion...[/b] I posted a few divine feats seperately without knowing about this thread. Go here to see them: [url]http://enworld.cyberstreet.com/showthread.php?threadid=38169[/url] But, to join this conversation. . . Since divine feats work off the turning/rebuking mechanics, they probably should follow the same rules: Standard action to activate (but no action to "maintain"). Burst-like effect out to 60'. Uses positive or negative energy. Duration of one minute (10 rounds). Based on charisma. I'd have no problem if one or maybe two of these mechanics were altered for the feat, but a designer shouldn't just make up something totally unrelated and just call it a divine feat. If you stray too far from the T/R mechanic, you're not creating a divine feat -- you're creating a spell. Plus, these feats shouldn't (exactly) reproduce a spell effect. And, since turning is useful only on undead, a divine feat that is usable on other than just undead should have a more limited power. I'm really disappointed in the divine feats of DotF. Most don't really have any connection to T/R beyond as a prerequisite. And why should extra turning be a prerequisite for so many? You must increase your potential usages before you can get the use for it? Quasqueton [/QUOTE]
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Theorizing about Divine feats
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